VenomousRequiem Posted July 17, 2016 Share Posted July 17, 2016 We're also doing Apollo, yes, so that's good. Is that the Apollo docking port just without the probe attatched, or is that the passive one like found on the LEM? Quote Link to comment Share on other sites More sharing options...
hraban Posted July 17, 2016 Author Share Posted July 17, 2016 1 minute ago, VenomousRequiem said: We're also doing Apollo, yes, so that's good. Is that the Apollo docking port just without the probe attatched, or is that the passive one like found on the LEM? No, that is far from Apollo. It looks similar. The Probe is an detachable part. It is rather the question of whether the device should be built extended or retracted variant. The basic module shown will be modified that it can theoretically be used with Probe as an active and without a passive docking port. For this purpose it would set the Probe in VAB as Shroud to display/hide. Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted July 17, 2016 Share Posted July 17, 2016 20 minutes ago, hraban said: No, that is far from Apollo. It looks similar. The Probe is an detachable part. It is rather the question of whether the device should be built extended or retracted variant. The basic module shown will be modified that it can theoretically be used with Probe as an active and without a passive docking port. For this purpose it would set the Probe in VAB as Shroud to display/hide. Why don't you just use the Gendered docking port feature available in stock KSP instead of making some elaborate system like that? Quote Link to comment Share on other sites More sharing options...
hraban Posted July 17, 2016 Author Share Posted July 17, 2016 (edited) More from development progress. Spoiler 40 minutes ago, VenomousRequiem said: Why don't you just use the Gendered docking port feature available in stock KSP instead of making some elaborate system like that? @VenomousRequiem: In the proposed variant, there is only one model, and thus one part. Edited July 17, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
hraban Posted July 17, 2016 Author Share Posted July 17, 2016 Preview from the workshop on the rescue system of Kerbal Apollo capsule. Spoiler Quote Link to comment Share on other sites More sharing options...
davidy12 Posted July 18, 2016 Share Posted July 18, 2016 3 hours ago, hraban said: Preview from the workshop on the rescue system of Kerbal Apollo capsule. Hide contents Not signed in Might want to make a cover for it. Quote Link to comment Share on other sites More sharing options...
hraban Posted July 18, 2016 Author Share Posted July 18, 2016 (edited) The project "kerbalized Apollo" is stopped. It was, as the name suggests planned as KSP variant. It was not planned to create a 100% replica of this vintage. If you really look for a realistic variant may be with ideas and suggestions contact SSTU or live with FASA. Edited July 18, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
hraban Posted July 20, 2016 Author Share Posted July 20, 2016 (edited) Once again, a preview of more important things. This time presented Contares the boom of ATV containing the approach radar. For KSP the head is additionally provided with a lens. Provided there is a functioning camera plugin is this installed. The problems with the animations of the ATV, HTV and XC-37b solar panels are fixed. Spoiler Edited July 20, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
hraban Posted July 21, 2016 Author Share Posted July 21, 2016 End of unpopular project. It is not yet certain whether it will find its way into Contares. Perhaps as a separate mod. Capsule parachute cover, nose cone, simple male and female docking port. Spoiler Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 21, 2016 Share Posted July 21, 2016 How are you doing the parachutes? I've been struggling to wrap my head around the best way to set them up. I have a really confusing Unity thing I attempted last night involving the look at constraint module and a bunch of extra gameObjects but the part wont load in game. Quote Link to comment Share on other sites More sharing options...
hraban Posted July 22, 2016 Author Share Posted July 22, 2016 10 hours ago, CobaltWolf said: How are you doing the parachutes? I've been struggling to wrap my head around the best way to set them up. I have a really confusing Unity thing I attempted last night involving the look at constraint module and a bunch of extra gameObjects but the part wont load in game. Hello Cuddlewolpertinger,do not be fooled by the appearance. In the picture are 3 Contares radially parachutes containers installed (0.3125m diameter). However, I have a concept of how the parachute system can be constructed. Actually I wanted to use the possibilities of partial transparency of Unity 5 for new parachutes, but Unity 5 want create parachutes not really work reliably. If time permits, I build the on with Unity 4.2.2 at this weekend. Quote Link to comment Share on other sites More sharing options...
hraban Posted July 22, 2016 Author Share Posted July 22, 2016 It approaches the point at which I begin to hate Unity 5 and KSP-Tools! What is the nonsense, compile the parachute Modules. It works with 3 other parachute models with identical structure of the scene. Load(Model): Contares/Parts/UTIL/Parachutes/F35m_TRI (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) , , m_AnimatePhysics, UnityEngine.AnimationCurve (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) File error: (null) at (wrapper managed-to-native) UnityEngine.AnimationClip:SetCurve (string,System.Type,string,UnityEngine.AnimationCurve) at PartReader.ReadAnimation (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Model load error in 'D:\KSP_113\GameData\Contares\Parts\UTIL\Parachutes\F35m_TRI.mu' (Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 64) Quote Link to comment Share on other sites More sharing options...
hraban Posted July 22, 2016 Author Share Posted July 22, 2016 (edited) It was to convince a long night at Unity and Part tools which create the 3-compartment parachute correctly. Sorry, pictures comes separate. Imgur-Tool works not correct. Hope you like it. Edited July 22, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
CobaltWolf Posted July 22, 2016 Share Posted July 22, 2016 2 minutes ago, hraban said: It was to convince a long night at Unity and Part tools which create the 3-compartment parachute correctly how do this Quote Link to comment Share on other sites More sharing options...
Tristonwilson12 Posted July 22, 2016 Share Posted July 22, 2016 Just now, CobaltWolf said: how do this by doing. Quote Link to comment Share on other sites More sharing options...
MrMeeb Posted July 22, 2016 Share Posted July 22, 2016 2 minutes ago, CobaltWolf said: how do this Quote Link to comment Share on other sites More sharing options...
hraban Posted July 22, 2016 Author Share Posted July 22, 2016 (edited) 9 minutes ago, CobaltWolf said: how do this We can write via PM about it. 8 minutes ago, Tristonwilson12 said: by doing. Yes super, with some assistance, it would have gone faster 6 minutes ago, MrMeeb said: Needless because standard. Edited July 22, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
hraban Posted July 28, 2016 Author Share Posted July 28, 2016 New Station Parts with 2.2m diameter fits perfect to launch with Aliyana 6. Unity 5 snapshot. Spoiler First Set of Engines with emissive effects. Ingame snapshots. Spoiler Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted July 28, 2016 Share Posted July 28, 2016 4 minutes ago, hraban said: New Station Parts with 2.2m diameter fits perfect to launch with Aliyana 6. Unity 5 snapshot. Reveal hidden contents First Set of Engines with emissive effects. Ingame snapshots. Reveal hidden contents Remember, the gasses are cooling as they leave the combustion chamber. The little choke point where the nozzle first starts should be the hottest, and the end of the nozzle should be the coolest. Quote Link to comment Share on other sites More sharing options...
hraban Posted July 28, 2016 Author Share Posted July 28, 2016 (edited) 6 minutes ago, VenomousRequiem said: Remember, the gasses are cooling as they leave the combustion chamber. The little choke point where the nozzle first starts should be the hottest, and the end of the nozzle should be the coolest. Without words Edited July 28, 2016 by hraban Quote Link to comment Share on other sites More sharing options...
VenomousRequiem Posted July 28, 2016 Share Posted July 28, 2016 3 minutes ago, hraban said: Without words I guess it all depends on the air pressure and the shape of the nozzle on the engine, huh? Quote Link to comment Share on other sites More sharing options...
hraban Posted July 28, 2016 Author Share Posted July 28, 2016 12 minutes ago, VenomousRequiem said: I guess it all depends on the air pressure and the shape of the nozzle on the engine, huh? You're right, the hottest place on a rocket engine is in and directly at the exit of the combustion chamber, however, is usually best cooled. Except for very small engines that operate with or without a film cooling. Quote Link to comment Share on other sites More sharing options...
baldamundo Posted July 29, 2016 Share Posted July 29, 2016 Any plans to do the X-37c? (the full-sized man-rated version) Quote Link to comment Share on other sites More sharing options...
hraban Posted July 29, 2016 Author Share Posted July 29, 2016 10 minutes ago, baldamundo said: Any plans to do the X-37c? (the full-sized man-rated version) The X-37c is not even on the list of scheduled items. sorry. The mod need at first a refresh on many parts, so 80% of parts will be create new with Unity 5. All old mbm-Files will be replaced with PNG. Parachutes will be replaced by new models. Quote Link to comment Share on other sites More sharing options...
hraban Posted July 29, 2016 Author Share Posted July 29, 2016 the first two new parachutes on testrange. Quote Link to comment Share on other sites More sharing options...
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